View Full Version : Valuable property
Marty Ward
February 10th, 2001, 06:45 AM
I have a question for the modders.
Is it possible to create a facility, such as a capitol, the would be extremely valuable? By that I mean a facility that, if lost, would have major negative effects on your empire.
I find that there is no strategically important territory in this game. If you lose you Homeworld it's no big deal, unless it's at the very beginning of the game.
Having a critical area that must be defended would add a lot to the game.
Sirkit
February 10th, 2001, 07:49 AM
That would be nice!!! I mean I've only played the demo but there should be something that makes homeworld worth more than the sum of it's minerals. I mean if earth was blown up and I was on alpha centauri I would want to kill whoever did it and get my world back!!! Then we'll continue with the normal religious Jehad stuff but you get the idea http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Drake
February 10th, 2001, 08:07 AM
I think Aaron mentioned in the interview at Twin Galaxies that the capitol idea was something they just decided they weren't going to use. I'm guessing that means there isn't even code to support that type of facility.
Sirkit
February 10th, 2001, 08:36 AM
Oh we have to rely on sentimental value I guess...
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What? Why? he really did it? Who Knew? -me 20 min ago
[This message has been edited by Sirkit (edited 10 February 2001).]
Marty Ward
February 10th, 2001, 09:16 PM
Thats a shame. Guess I can alwys think of my Urban Pacification Center as the seat of government in a system.
I can not seem to get attached to any of my systems because they all feel the same.. Oh well.
Tenryu
February 11th, 2001, 10:52 AM
Hmm, this thread has gotten me thinking, always dangerous, I haven't messed with the facilities too much but I suppose you could design a 'capitol'.
1) Give it significant resource storage capacity for all 3 resources.
2) Limit it to one per system.
3) Give it some significant production capabilty for all resources.
4) Give it some decent R&D capabilty.
5) Give it some decent Intel point generation.
6) Make it aid combat in the sector or system.
Make it cost so ridiculously much that you'd hesitate to build one even if it does save space.
Something like that.
I have to look at the files though ,not sure how you get the game to give everyone one to start and get the AI NOT to build the darn things everywhere it can, duh.
Anyone try something like this yet?
Oh well, I,m off
Noble713
February 12th, 2001, 03:04 AM
Hmmm, I like this idea. You could keep the AI from building it by not putting in the construction queues. As for making sure you start the game with it, the AI_Construction_Facilities file has listings for Homeworlds, but none of them match well with a typical large homeworld (not enough research facilities in the build queue).
Baron Munchausen
February 12th, 2001, 08:02 PM
I've done something like this for neutrals. Since it includes population happiness ('urban pacification center') they don't have to research this and I removed it from the default AI research file, and they will only build one because one is enough for their single system. If you made this for a 'major player' AI empire, though, I think you'd get one per system. May as well rename "Urban Pacification Center' to "local government center" I guess? http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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